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Type: Posts; User: Dark Photon

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    You didn't actually ask a question.

    You didn't actually ask a question.
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    Download them from nVidia. Websearch "nvidia...

    Download them from nVidia. Websearch "nvidia download" and the link should come right up.

    Also, don't cross post.
  3. Yep. Websearch intel iris deferred and you'll...

    Yep. Websearch intel iris deferred and you'll see what Intel recommends you do. It's not multipass additive blending. The issue likely is that you're using an integrated GPU which has a tiny...
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    Consider using transform feedback and a geometry...

    Consider using transform feedback and a geometry shader with selective emission to do your instance culling on the GPU. With this approach, your geometry shader basically becomes the "instance...
  5. I feel your pain! Here are a few posts I made a...

    I feel your pain! Here are a few posts I made a while back that might point you to a few good sources you can use to spin up on skeletal: link 1, link 2. See also the next post under the 2nd link...
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    Do a: * nm -Do /usr/lib64/libGL.so* | grep...

    Do a:

    * nm -Do /usr/lib64/libGL.so* | grep glXSwapInterval

    I suspect you're going to need glXSwapIntervalEXT. You should check for the presence of the extension too: EXT_swap_control

    As...
  7. Why 4? It's a balance between minimizing space...

    Why 4? It's a balance between minimizing space and what's generally useful in practice. You need more than 1 for blending influences from multiple joints, 2 usually isn't enough, and 4 is often...
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    You might try just rendering the texture...

    You might try just rendering the texture coordinate UVs into your color channels (e.g. into red and green). That might help diagnose whether it is the texture that's the problem or the texture...
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    Have you tried removing modelScale from your...

    Have you tried removing modelScale from your modeling transform?
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    Yes, it should work, but I wouldn't expect good...

    Yes, it should work, but I wouldn't expect good performance from this.

    Inherently, GPUs can only service rendering for only one context at a time. If you've got multiple contexts all blasting to...
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    You're going to have to provide more detail than...

    You're going to have to provide more detail than that.

    How are you rendering the character? What have you tried to diagnose this problem? With what results? If you know the problem is in one...
  12. With EGL for a window system layer, are you...

    With EGL for a window system layer, are you really using OpenGL or OpenGL ES?
    Are you sure you're running OpenGL 1.3? That's ancient.
    What GPU and GPU GL driver version do you have installed? ...
  13. You might check out this old thread (first hit on...

    You might check out this old thread (first hit on a web search of "glut multi-window"):

    * https://www.opengl.org/discussion_boards/showthread.php/140695-Multiple-windows-with-GLUT-tutor
    ...
  14. Please use ... or ... blocks around your source...

    Please use ... or
    ... blocks around your source code as it makes them easier to read (note you can use "glsl" instead of "cpp" for shader source). I've added that for you.


    As to your problem,...
  15. How about a picture? A short test program that...

    How about a picture? A short test program that illustrates the problem would help as well.

    If you don't have one, trying to isolate your problem into one will help you nail down the problem, as...
  16. I think you want these changes: ---...

    I think you want these changes:



    --- tst.old.cxx 2015-06-13 20:35:51.535304032 -0500
    +++ tst.cxx 2015-06-13 20:48:59.973345849 -0500
    @@ -43,8 +43,12 @@

    for( i = 0; i < 3;...
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    What do you mean? You're blending. So...

    What do you mean? You're blending. So presumably your goal is to get a mix of the two colors, right? Otherwise just disable blending.

    You might describe in more detail the exact effect you want...
  18. I haven't tried your code yet (not at a Linux box...

    I haven't tried your code yet (not at a Linux box now). But your first frame_window[1] should be [0] above. Not the cause of the seg fault, but nevertheless a bug.

    Also, where exactly do you see...
  19. I can't easy run your code, so try glDisable(...

    I can't easy run your code, so try glDisable( GL_DEPTH_TEST ).
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    glDisable( GL_DEPTH_TEST ); Most likely your...

    glDisable( GL_DEPTH_TEST );


    Most likely your first plane is setting depth, and your next plane is reading/testing against depth and being occlusion-tested away.
  21. As Alfonse, you need to fix your mesh. Note that...

    As Alfonse, you need to fix your mesh. Note that round-off of the point coordinates is no problem, so long as all of the triangles referencing each point have the same rounded off value for that...
  22. Which Windows? On Win 7 if I disable that...

    Which Windows? On Win 7 if I disable that annoying compositor by dialing in a Windows 7 Basic theme, then with VSync enabled, I get OpenGL windows rendered w/o tearing and locked to 60Hz on an ATI...
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    Correct. So what can you do? Well, without...

    Correct. So what can you do?

    Well, without doing anything special at all, you can make your camera always fill the window (same field of view, same eyepoint, just different resolution). Now...
  24. Is your question/problem with how to create and...

    Is your question/problem with how to create and populate the data for a 2D texture, or how to bind this texture to a shader program so that it can read from it?

    Also, since the 2nd texture...
  25. Please do use ... or ... blocks around your...

    Please do use ... or
    ... blocks around your source code. It makes your code much more readable.
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